|  |  | 
|  | /* | 
|  | * Copyright (C) 2007 The Android Open Source Project | 
|  | * | 
|  | * Licensed under the Apache License, Version 2.0 (the "License"); | 
|  | * you may not use this file except in compliance with the License. | 
|  | * You may obtain a copy of the License at | 
|  | * | 
|  | *      http://www.apache.org/licenses/LICENSE-2.0 | 
|  | * | 
|  | * Unless required by applicable law or agreed to in writing, software | 
|  | * distributed under the License is distributed on an "AS IS" BASIS, | 
|  | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
|  | * See the License for the specific language governing permissions and | 
|  | * limitations under the License. | 
|  | */ | 
|  |  | 
|  | #pragma once | 
|  |  | 
|  | #include <android/gui/DropInputMode.h> | 
|  | #include <gui/BufferQueue.h> | 
|  | #include <gui/ISurfaceComposerClient.h> | 
|  | #include <gui/LayerState.h> | 
|  | #include <gui/WindowInfo.h> | 
|  | #include <layerproto/LayerProtoHeader.h> | 
|  | #include <math/vec4.h> | 
|  | #include <renderengine/Mesh.h> | 
|  | #include <renderengine/Texture.h> | 
|  | #include <sys/types.h> | 
|  | #include <ui/BlurRegion.h> | 
|  | #include <ui/FloatRect.h> | 
|  | #include <ui/FrameStats.h> | 
|  | #include <ui/GraphicBuffer.h> | 
|  | #include <ui/PixelFormat.h> | 
|  | #include <ui/Region.h> | 
|  | #include <ui/StretchEffect.h> | 
|  | #include <ui/Transform.h> | 
|  | #include <utils/RefBase.h> | 
|  | #include <utils/Timers.h> | 
|  |  | 
|  | #include <compositionengine/LayerFE.h> | 
|  | #include <scheduler/Fps.h> | 
|  | #include <scheduler/Seamlessness.h> | 
|  |  | 
|  | #include <chrono> | 
|  | #include <cstdint> | 
|  | #include <list> | 
|  | #include <optional> | 
|  | #include <vector> | 
|  |  | 
|  | #include "Client.h" | 
|  | #include "ClientCache.h" | 
|  | #include "DisplayHardware/ComposerHal.h" | 
|  | #include "DisplayHardware/HWComposer.h" | 
|  | #include "FrameTracker.h" | 
|  | #include "LayerVector.h" | 
|  | #include "MonitoredProducer.h" | 
|  | #include "RenderArea.h" | 
|  | #include "Scheduler/LayerInfo.h" | 
|  | #include "SurfaceFlinger.h" | 
|  | #include "Tracing/LayerTracing.h" | 
|  | #include "TransactionCallbackInvoker.h" | 
|  |  | 
|  | using namespace android::surfaceflinger; | 
|  |  | 
|  | namespace android { | 
|  |  | 
|  | class Client; | 
|  | class Colorizer; | 
|  | class DisplayDevice; | 
|  | class GraphicBuffer; | 
|  | class SurfaceFlinger; | 
|  | class LayerDebugInfo; | 
|  |  | 
|  | namespace compositionengine { | 
|  | class OutputLayer; | 
|  | struct LayerFECompositionState; | 
|  | } | 
|  |  | 
|  | namespace impl { | 
|  | class SurfaceInterceptor; | 
|  | } | 
|  |  | 
|  | namespace frametimeline { | 
|  | class SurfaceFrame; | 
|  | } // namespace frametimeline | 
|  |  | 
|  | struct LayerCreationArgs { | 
|  | LayerCreationArgs(SurfaceFlinger*, sp<Client>, std::string name, uint32_t flags, LayerMetadata); | 
|  |  | 
|  | SurfaceFlinger* flinger; | 
|  | const sp<Client> client; | 
|  | std::string name; | 
|  | uint32_t flags; | 
|  | LayerMetadata metadata; | 
|  |  | 
|  | pid_t callingPid; | 
|  | uid_t callingUid; | 
|  | uint32_t textureName; | 
|  | std::optional<uint32_t> sequence = std::nullopt; | 
|  | }; | 
|  |  | 
|  | class Layer : public virtual RefBase, compositionengine::LayerFE { | 
|  | static std::atomic<int32_t> sSequence; | 
|  | // The following constants represent priority of the window. SF uses this information when | 
|  | // deciding which window has a priority when deciding about the refresh rate of the screen. | 
|  | // Priority 0 is considered the highest priority. -1 means that the priority is unset. | 
|  | static constexpr int32_t PRIORITY_UNSET = -1; | 
|  | // Windows that are in focus and voted for the preferred mode ID | 
|  | static constexpr int32_t PRIORITY_FOCUSED_WITH_MODE = 0; | 
|  | // // Windows that are in focus, but have not requested a specific mode ID. | 
|  | static constexpr int32_t PRIORITY_FOCUSED_WITHOUT_MODE = 1; | 
|  | // Windows that are not in focus, but voted for a specific mode ID. | 
|  | static constexpr int32_t PRIORITY_NOT_FOCUSED_WITH_MODE = 2; | 
|  |  | 
|  | public: | 
|  | enum { // flags for doTransaction() | 
|  | eDontUpdateGeometryState = 0x00000001, | 
|  | eVisibleRegion = 0x00000002, | 
|  | eInputInfoChanged = 0x00000004 | 
|  | }; | 
|  |  | 
|  | struct Geometry { | 
|  | uint32_t w; | 
|  | uint32_t h; | 
|  | ui::Transform transform; | 
|  |  | 
|  | inline bool operator==(const Geometry& rhs) const { | 
|  | return (w == rhs.w && h == rhs.h) && (transform.tx() == rhs.transform.tx()) && | 
|  | (transform.ty() == rhs.transform.ty()); | 
|  | } | 
|  | inline bool operator!=(const Geometry& rhs) const { return !operator==(rhs); } | 
|  | }; | 
|  |  | 
|  | struct RoundedCornerState { | 
|  | RoundedCornerState() = default; | 
|  | RoundedCornerState(FloatRect cropRect, float radius) | 
|  | : cropRect(cropRect), radius(radius) {} | 
|  |  | 
|  | // Rounded rectangle in local layer coordinate space. | 
|  | FloatRect cropRect = FloatRect(); | 
|  | // Radius of the rounded rectangle. | 
|  | float radius = 0.0f; | 
|  | }; | 
|  |  | 
|  | using FrameRate = scheduler::LayerInfo::FrameRate; | 
|  | using FrameRateCompatibility = scheduler::LayerInfo::FrameRateCompatibility; | 
|  |  | 
|  | struct State { | 
|  | Geometry active_legacy; | 
|  | Geometry requested_legacy; | 
|  | int32_t z; | 
|  |  | 
|  | ui::LayerStack layerStack; | 
|  |  | 
|  | uint32_t flags; | 
|  | uint8_t reserved[2]; | 
|  | int32_t sequence; // changes when visible regions can change | 
|  | bool modified; | 
|  |  | 
|  | // Crop is expressed in layer space coordinate. | 
|  | Rect crop; | 
|  | Rect requestedCrop; | 
|  |  | 
|  | // the transparentRegion hint is a bit special, it's latched only | 
|  | // when we receive a buffer -- this is because it's "content" | 
|  | // dependent. | 
|  | Region activeTransparentRegion_legacy; | 
|  | Region requestedTransparentRegion_legacy; | 
|  |  | 
|  | LayerMetadata metadata; | 
|  |  | 
|  | // If non-null, a Surface this Surface's Z-order is interpreted relative to. | 
|  | wp<Layer> zOrderRelativeOf; | 
|  | bool isRelativeOf{false}; | 
|  |  | 
|  | // A list of surfaces whose Z-order is interpreted relative to ours. | 
|  | SortedVector<wp<Layer>> zOrderRelatives; | 
|  |  | 
|  | half4 color; | 
|  | float cornerRadius; | 
|  | int backgroundBlurRadius; | 
|  |  | 
|  | gui::WindowInfo inputInfo; | 
|  | wp<Layer> touchableRegionCrop; | 
|  |  | 
|  | // dataspace is only used by BufferStateLayer and EffectLayer | 
|  | ui::Dataspace dataspace; | 
|  |  | 
|  | // The fields below this point are only used by BufferStateLayer | 
|  | uint64_t frameNumber; | 
|  | uint32_t width; | 
|  | uint32_t height; | 
|  | ui::Transform transform; | 
|  |  | 
|  | uint32_t bufferTransform; | 
|  | bool transformToDisplayInverse; | 
|  |  | 
|  | Region transparentRegionHint; | 
|  |  | 
|  | std::shared_ptr<renderengine::ExternalTexture> buffer; | 
|  | client_cache_t clientCacheId; | 
|  | sp<Fence> acquireFence; | 
|  | std::shared_ptr<FenceTime> acquireFenceTime; | 
|  | HdrMetadata hdrMetadata; | 
|  | Region surfaceDamageRegion; | 
|  | int32_t api; | 
|  |  | 
|  | sp<NativeHandle> sidebandStream; | 
|  | mat4 colorTransform; | 
|  | bool hasColorTransform; | 
|  |  | 
|  | // pointer to background color layer that, if set, appears below the buffer state layer | 
|  | // and the buffer state layer's children.  Z order will be set to | 
|  | // INT_MIN | 
|  | sp<Layer> bgColorLayer; | 
|  |  | 
|  | // The deque of callback handles for this frame. The back of the deque contains the most | 
|  | // recent callback handle. | 
|  | std::deque<sp<CallbackHandle>> callbackHandles; | 
|  | bool colorSpaceAgnostic; | 
|  | nsecs_t desiredPresentTime = 0; | 
|  | bool isAutoTimestamp = true; | 
|  |  | 
|  | // Length of the cast shadow. If the radius is > 0, a shadow of length shadowRadius will | 
|  | // be rendered around the layer. | 
|  | float shadowRadius; | 
|  |  | 
|  | // Layer regions that are made of custom materials, like frosted glass | 
|  | std::vector<BlurRegion> blurRegions; | 
|  |  | 
|  | // Priority of the layer assigned by Window Manager. | 
|  | int32_t frameRateSelectionPriority; | 
|  |  | 
|  | FrameRate frameRate; | 
|  |  | 
|  | // The combined frame rate of parents / children of this layer | 
|  | FrameRate frameRateForLayerTree; | 
|  |  | 
|  | // Set by window manager indicating the layer and all its children are | 
|  | // in a different orientation than the display. The hint suggests that | 
|  | // the graphic producers should receive a transform hint as if the | 
|  | // display was in this orientation. When the display changes to match | 
|  | // the layer orientation, the graphic producer may not need to allocate | 
|  | // a buffer of a different size. ui::Transform::ROT_INVALID means the | 
|  | // a fixed transform hint is not set. | 
|  | ui::Transform::RotationFlags fixedTransformHint; | 
|  |  | 
|  | // The vsync info that was used to start the transaction | 
|  | FrameTimelineInfo frameTimelineInfo; | 
|  |  | 
|  | // When the transaction was posted | 
|  | nsecs_t postTime; | 
|  |  | 
|  | sp<ITransactionCompletedListener> releaseBufferListener; | 
|  | // SurfaceFrame that tracks the timeline of Transactions that contain a Buffer. Only one | 
|  | // such SurfaceFrame exists because only one buffer can be presented on the layer per vsync. | 
|  | // If multiple buffers are queued, the prior ones will be dropped, along with the | 
|  | // SurfaceFrame that's tracking them. | 
|  | std::shared_ptr<frametimeline::SurfaceFrame> bufferSurfaceFrameTX; | 
|  | // A map of token(frametimelineVsyncId) to the SurfaceFrame that's tracking a transaction | 
|  | // that contains the token. Only one SurfaceFrame exisits for transactions that share the | 
|  | // same token, unless they are presented in different vsyncs. | 
|  | std::unordered_map<int64_t, std::shared_ptr<frametimeline::SurfaceFrame>> | 
|  | bufferlessSurfaceFramesTX; | 
|  | // An arbitrary threshold for the number of BufferlessSurfaceFrames in the state. Used to | 
|  | // trigger a warning if the number of SurfaceFrames crosses the threshold. | 
|  | static constexpr uint32_t kStateSurfaceFramesThreshold = 25; | 
|  |  | 
|  | // Stretch effect to apply to this layer | 
|  | StretchEffect stretchEffect; | 
|  |  | 
|  | // Whether or not this layer is a trusted overlay for input | 
|  | bool isTrustedOverlay; | 
|  |  | 
|  | Rect bufferCrop; | 
|  | Rect destinationFrame; | 
|  |  | 
|  | sp<IBinder> releaseBufferEndpoint; | 
|  |  | 
|  | gui::DropInputMode dropInputMode; | 
|  |  | 
|  | bool autoRefresh = false; | 
|  | }; | 
|  |  | 
|  | /* | 
|  | * Trivial class, used to ensure that mFlinger->onLayerDestroyed(mLayer) | 
|  | * is called. | 
|  | */ | 
|  | class LayerCleaner { | 
|  | sp<SurfaceFlinger> mFlinger; | 
|  | sp<Layer> mLayer; | 
|  | BBinder* mHandle; | 
|  |  | 
|  | protected: | 
|  | ~LayerCleaner() { | 
|  | // destroy client resources | 
|  | mFlinger->onHandleDestroyed(mHandle, mLayer); | 
|  | } | 
|  |  | 
|  | public: | 
|  | LayerCleaner(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer, BBinder* handle) | 
|  | : mFlinger(flinger), mLayer(layer), mHandle(handle) {} | 
|  | }; | 
|  |  | 
|  | /* | 
|  | * The layer handle is just a BBinder object passed to the client | 
|  | * (remote process) -- we don't keep any reference on our side such that | 
|  | * the dtor is called when the remote side let go of its reference. | 
|  | * | 
|  | * LayerCleaner ensures that mFlinger->onLayerDestroyed() is called for | 
|  | * this layer when the handle is destroyed. | 
|  | */ | 
|  | class Handle : public BBinder, public LayerCleaner { | 
|  | public: | 
|  | Handle(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer) | 
|  | : LayerCleaner(flinger, layer, this), owner(layer) {} | 
|  | const String16& getInterfaceDescriptor() const override { return kDescriptor; } | 
|  |  | 
|  | static const String16 kDescriptor; | 
|  | wp<Layer> owner; | 
|  | }; | 
|  |  | 
|  | static wp<Layer> fromHandle(const sp<IBinder>& handle); | 
|  |  | 
|  | explicit Layer(const LayerCreationArgs& args); | 
|  | virtual ~Layer(); | 
|  |  | 
|  | static bool isLayerFocusedBasedOnPriority(int32_t priority); | 
|  | static void miniDumpHeader(std::string& result); | 
|  |  | 
|  | // Provide unique string for each class type in the Layer hierarchy | 
|  | virtual const char* getType() const = 0; | 
|  |  | 
|  | // true if this layer is visible, false otherwise | 
|  | virtual bool isVisible() const = 0; | 
|  |  | 
|  | virtual sp<Layer> createClone() = 0; | 
|  |  | 
|  | // Geometry setting functions. | 
|  | // | 
|  | // The following group of functions are used to specify the layers | 
|  | // bounds, and the mapping of the texture on to those bounds. According | 
|  | // to various settings changes to them may apply immediately, or be delayed until | 
|  | // a pending resize is completed by the producer submitting a buffer. For example | 
|  | // if we were to change the buffer size, and update the matrix ahead of the | 
|  | // new buffer arriving, then we would be stretching the buffer to a different | 
|  | // aspect before and after the buffer arriving, which probably isn't what we wanted. | 
|  | // | 
|  | // The first set of geometry functions are controlled by the scaling mode, described | 
|  | // in window.h. The scaling mode may be set by the client, as it submits buffers. | 
|  | // | 
|  | // Put simply, if our scaling mode is SCALING_MODE_FREEZE, then | 
|  | // matrix updates will not be applied while a resize is pending | 
|  | // and the size and transform will remain in their previous state | 
|  | // until a new buffer is submitted. If the scaling mode is another value | 
|  | // then the old-buffer will immediately be scaled to the pending size | 
|  | // and the new matrix will be immediately applied following this scaling | 
|  | // transformation. | 
|  |  | 
|  | // Set the default buffer size for the assosciated Producer, in pixels. This is | 
|  | // also the rendered size of the layer prior to any transformations. Parent | 
|  | // or local matrix transformations will not affect the size of the buffer, | 
|  | // but may affect it's on-screen size or clipping. | 
|  | virtual bool setSize(uint32_t w, uint32_t h); | 
|  | // Set a 2x2 transformation matrix on the layer. This transform | 
|  | // will be applied after parent transforms, but before any final | 
|  | // producer specified transform. | 
|  | virtual bool setMatrix(const layer_state_t::matrix22_t& matrix, | 
|  | bool allowNonRectPreservingTransforms); | 
|  |  | 
|  | // This second set of geometry attributes are controlled by | 
|  | // setGeometryAppliesWithResize, and their default mode is to be | 
|  | // immediate. If setGeometryAppliesWithResize is specified | 
|  | // while a resize is pending, then update of these attributes will | 
|  | // be delayed until the resize completes. | 
|  |  | 
|  | // setPosition operates in parent buffer space (pre parent-transform) or display | 
|  | // space for top-level layers. | 
|  | virtual bool setPosition(float x, float y); | 
|  | // Buffer space | 
|  | virtual bool setCrop(const Rect& crop); | 
|  |  | 
|  | // TODO(b/38182121): Could we eliminate the various latching modes by | 
|  | // using the layer hierarchy? | 
|  | // ----------------------------------------------------------------------- | 
|  | virtual bool setLayer(int32_t z); | 
|  | virtual bool setRelativeLayer(const sp<IBinder>& relativeToHandle, int32_t relativeZ); | 
|  |  | 
|  | virtual bool setAlpha(float alpha); | 
|  | virtual bool setColor(const half3& /*color*/) { return false; }; | 
|  |  | 
|  | // Set rounded corner radius for this layer and its children. | 
|  | // | 
|  | // We only support 1 radius per layer in the hierarchy, where parent layers have precedence. | 
|  | // The shape of the rounded corner rectangle is specified by the crop rectangle of the layer | 
|  | // from which we inferred the rounded corner radius. | 
|  | virtual bool setCornerRadius(float cornerRadius); | 
|  | // When non-zero, everything below this layer will be blurred by backgroundBlurRadius, which | 
|  | // is specified in pixels. | 
|  | virtual bool setBackgroundBlurRadius(int backgroundBlurRadius); | 
|  | virtual bool setBlurRegions(const std::vector<BlurRegion>& effectRegions); | 
|  | virtual bool setTransparentRegionHint(const Region& transparent); | 
|  | virtual bool setTrustedOverlay(bool); | 
|  | virtual bool setFlags(uint32_t flags, uint32_t mask); | 
|  | virtual bool setLayerStack(ui::LayerStack); | 
|  | virtual ui::LayerStack getLayerStack() const; | 
|  | virtual bool setMetadata(const LayerMetadata& data); | 
|  | virtual void setChildrenDrawingParent(const sp<Layer>&); | 
|  | virtual bool reparent(const sp<IBinder>& newParentHandle); | 
|  | virtual bool setColorTransform(const mat4& matrix); | 
|  | virtual mat4 getColorTransform() const; | 
|  | virtual bool hasColorTransform() const; | 
|  | virtual bool isColorSpaceAgnostic() const { return mDrawingState.colorSpaceAgnostic; } | 
|  |  | 
|  | // Used only to set BufferStateLayer state | 
|  | virtual bool setTransform(uint32_t /*transform*/) { return false; }; | 
|  | virtual bool setTransformToDisplayInverse(bool /*transformToDisplayInverse*/) { return false; }; | 
|  | virtual bool setBuffer(const BufferData&, nsecs_t /*postTime*/, nsecs_t /*desiredPresentTime*/, | 
|  | bool /*isAutoTimestamp*/, std::optional<nsecs_t> /* dequeueTime */, | 
|  | const FrameTimelineInfo& /*info*/) { | 
|  | return false; | 
|  | }; | 
|  | virtual bool setDataspace(ui::Dataspace /*dataspace*/) { return false; }; | 
|  | virtual bool setHdrMetadata(const HdrMetadata& /*hdrMetadata*/) { return false; }; | 
|  | virtual bool setSurfaceDamageRegion(const Region& /*surfaceDamage*/) { return false; }; | 
|  | virtual bool setApi(int32_t /*api*/) { return false; }; | 
|  | virtual bool setSidebandStream(const sp<NativeHandle>& /*sidebandStream*/) { return false; }; | 
|  | virtual bool setTransactionCompletedListeners( | 
|  | const std::vector<sp<CallbackHandle>>& /*handles*/) { | 
|  | return false; | 
|  | }; | 
|  | virtual bool addFrameEvent(const sp<Fence>& /*acquireFence*/, nsecs_t /*postedTime*/, | 
|  | nsecs_t /*requestedPresentTime*/) { | 
|  | return false; | 
|  | } | 
|  | virtual bool setBackgroundColor(const half3& color, float alpha, ui::Dataspace dataspace); | 
|  | virtual bool setColorSpaceAgnostic(const bool agnostic); | 
|  | virtual bool setFrameRateSelectionPriority(int32_t priority); | 
|  | virtual bool setFixedTransformHint(ui::Transform::RotationFlags fixedTransformHint); | 
|  | virtual void setAutoRefresh(bool /* autoRefresh */) {} | 
|  | bool setDropInputMode(gui::DropInputMode); | 
|  |  | 
|  | //  If the variable is not set on the layer, it traverses up the tree to inherit the frame | 
|  | //  rate priority from its parent. | 
|  | virtual int32_t getFrameRateSelectionPriority() const; | 
|  | virtual ui::Dataspace getDataSpace() const { return ui::Dataspace::UNKNOWN; } | 
|  |  | 
|  | virtual sp<compositionengine::LayerFE> getCompositionEngineLayerFE() const; | 
|  | virtual compositionengine::LayerFECompositionState* editCompositionState(); | 
|  |  | 
|  | // If we have received a new buffer this frame, we will pass its surface | 
|  | // damage down to hardware composer. Otherwise, we must send a region with | 
|  | // one empty rect. | 
|  | virtual void useSurfaceDamage() {} | 
|  | virtual void useEmptyDamage() {} | 
|  | Region getVisibleRegion(const DisplayDevice*) const; | 
|  |  | 
|  | /* | 
|  | * isOpaque - true if this surface is opaque | 
|  | * | 
|  | * This takes into account the buffer format (i.e. whether or not the | 
|  | * pixel format includes an alpha channel) and the "opaque" flag set | 
|  | * on the layer.  It does not examine the current plane alpha value. | 
|  | */ | 
|  | virtual bool isOpaque(const Layer::State&) const { return false; } | 
|  |  | 
|  | /* | 
|  | * Returns whether this layer can receive input. | 
|  | */ | 
|  | virtual bool canReceiveInput() const; | 
|  |  | 
|  | /* | 
|  | * isProtected - true if the layer may contain protected contents in the | 
|  | * GRALLOC_USAGE_PROTECTED sense. | 
|  | */ | 
|  | virtual bool isProtected() const { return false; } | 
|  |  | 
|  | /* | 
|  | * isFixedSize - true if content has a fixed size | 
|  | */ | 
|  | virtual bool isFixedSize() const { return true; } | 
|  |  | 
|  | /* | 
|  | * usesSourceCrop - true if content should use a source crop | 
|  | */ | 
|  | virtual bool usesSourceCrop() const { return false; } | 
|  |  | 
|  | // Most layers aren't created from the main thread, and therefore need to | 
|  | // grab the SF state lock to access HWC, but ContainerLayer does, so we need | 
|  | // to avoid grabbing the lock again to avoid deadlock | 
|  | virtual bool isCreatedFromMainThread() const { return false; } | 
|  |  | 
|  | uint32_t getActiveWidth(const Layer::State& s) const { return s.width; } | 
|  | uint32_t getActiveHeight(const Layer::State& s) const { return s.height; } | 
|  | ui::Transform getActiveTransform(const Layer::State& s) const { return s.transform; } | 
|  | virtual Region getActiveTransparentRegion(const Layer::State& s) const { | 
|  | return s.activeTransparentRegion_legacy; | 
|  | } | 
|  | virtual Rect getCrop(const Layer::State& s) const { return s.crop; } | 
|  | virtual bool needsFiltering(const DisplayDevice*) const { return false; } | 
|  |  | 
|  | // True if this layer requires filtering | 
|  | // This method is distinct from needsFiltering() in how the filter | 
|  | // requirement is computed. needsFiltering() compares displayFrame and crop, | 
|  | // where as this method transforms the displayFrame to layer-stack space | 
|  | // first. This method should be used if there is no physical display to | 
|  | // project onto when taking screenshots, as the filtering requirements are | 
|  | // different. | 
|  | // If the parent transform needs to be undone when capturing the layer, then | 
|  | // the inverse parent transform is also required. | 
|  | virtual bool needsFilteringForScreenshots(const DisplayDevice*, const ui::Transform&) const { | 
|  | return false; | 
|  | } | 
|  |  | 
|  | virtual void updateCloneBufferInfo(){}; | 
|  |  | 
|  | virtual void setDefaultBufferSize(uint32_t /*w*/, uint32_t /*h*/) {} | 
|  |  | 
|  | virtual bool isHdrY410() const { return false; } | 
|  |  | 
|  | virtual bool shouldPresentNow(nsecs_t /*expectedPresentTime*/) const { return false; } | 
|  |  | 
|  | /* | 
|  | * called after composition. | 
|  | * returns true if the layer latched a new buffer this frame. | 
|  | */ | 
|  | virtual void onPostComposition(const DisplayDevice*, | 
|  | const std::shared_ptr<FenceTime>& /*glDoneFence*/, | 
|  | const std::shared_ptr<FenceTime>& /*presentFence*/, | 
|  | const CompositorTiming&) {} | 
|  |  | 
|  | // If a buffer was replaced this frame, release the former buffer | 
|  | virtual void releasePendingBuffer(nsecs_t /*dequeueReadyTime*/) { } | 
|  |  | 
|  | virtual void finalizeFrameEventHistory(const std::shared_ptr<FenceTime>& /*glDoneFence*/, | 
|  | const CompositorTiming& /*compositorTiming*/) {} | 
|  |  | 
|  | /* | 
|  | * latchBuffer - called each time the screen is redrawn and returns whether | 
|  | * the visible regions need to be recomputed (this is a fairly heavy | 
|  | * operation, so this should be set only if needed). Typically this is used | 
|  | * to figure out if the content or size of a surface has changed. | 
|  | */ | 
|  | virtual bool latchBuffer(bool& /*recomputeVisibleRegions*/, nsecs_t /*latchTime*/, | 
|  | nsecs_t /*expectedPresentTime*/) { | 
|  | return false; | 
|  | } | 
|  |  | 
|  | virtual bool isBufferLatched() const { return false; } | 
|  |  | 
|  | virtual void latchAndReleaseBuffer() {} | 
|  |  | 
|  | /* | 
|  | * returns the rectangle that crops the content of the layer and scales it | 
|  | * to the layer's size. | 
|  | */ | 
|  | virtual Rect getBufferCrop() const { return Rect(); } | 
|  |  | 
|  | /* | 
|  | * Returns the transform applied to the buffer. | 
|  | */ | 
|  | virtual uint32_t getBufferTransform() const { return 0; } | 
|  |  | 
|  | virtual sp<GraphicBuffer> getBuffer() const { return nullptr; } | 
|  |  | 
|  | virtual ui::Transform::RotationFlags getTransformHint() const { return ui::Transform::ROT_0; } | 
|  |  | 
|  | /* | 
|  | * Returns if a frame is ready | 
|  | */ | 
|  | virtual bool hasReadyFrame() const { return false; } | 
|  |  | 
|  | virtual int32_t getQueuedFrameCount() const { return 0; } | 
|  |  | 
|  | /** | 
|  | * Returns active buffer size in the correct orientation. Buffer size is determined by undoing | 
|  | * any buffer transformations. If the layer has no buffer then return INVALID_RECT. | 
|  | */ | 
|  | virtual Rect getBufferSize(const Layer::State&) const { return Rect::INVALID_RECT; } | 
|  |  | 
|  | /** | 
|  | * Returns the source bounds. If the bounds are not defined, it is inferred from the | 
|  | * buffer size. Failing that, the bounds are determined from the passed in parent bounds. | 
|  | * For the root layer, this is the display viewport size. | 
|  | */ | 
|  | virtual FloatRect computeSourceBounds(const FloatRect& parentBounds) const { | 
|  | return parentBounds; | 
|  | } | 
|  | virtual FrameRate getFrameRateForLayerTree() const; | 
|  |  | 
|  | virtual bool getTransformToDisplayInverse() const { return false; } | 
|  |  | 
|  | // Returns how rounded corners should be drawn for this layer. | 
|  | // A layer can override its parent's rounded corner settings if the parent's rounded | 
|  | // corner crop does not intersect with its own rounded corner crop. | 
|  | virtual RoundedCornerState getRoundedCornerState() const; | 
|  |  | 
|  | bool hasRoundedCorners() const override { return getRoundedCornerState().radius > .0f; } | 
|  |  | 
|  | virtual PixelFormat getPixelFormat() const { return PIXEL_FORMAT_NONE; } | 
|  | /** | 
|  | * Return whether this layer needs an input info. For most layer types | 
|  | * this is only true if they explicitly set an input-info but BufferLayer | 
|  | * overrides this so we can generate input-info for Buffered layers that don't | 
|  | * have them (for input occlusion detection checks). | 
|  | */ | 
|  | virtual bool needsInputInfo() const { return hasInputInfo(); } | 
|  |  | 
|  | // Implements RefBase. | 
|  | void onFirstRef() override; | 
|  |  | 
|  | // implements compositionengine::LayerFE | 
|  | const compositionengine::LayerFECompositionState* getCompositionState() const override; | 
|  | bool onPreComposition(nsecs_t) override; | 
|  | void prepareCompositionState(compositionengine::LayerFE::StateSubset subset) override; | 
|  | std::vector<compositionengine::LayerFE::LayerSettings> prepareClientCompositionList( | 
|  | compositionengine::LayerFE::ClientCompositionTargetSettings&) override; | 
|  | void onLayerDisplayed( | 
|  | std::shared_future<renderengine::RenderEngineResult> futureRenderEngineResult) override; | 
|  |  | 
|  | void setWasClientComposed(const sp<Fence>& fence) override { | 
|  | mLastClientCompositionFence = fence; | 
|  | } | 
|  |  | 
|  | const char* getDebugName() const override; | 
|  |  | 
|  | bool setShadowRadius(float shadowRadius); | 
|  |  | 
|  | // Before color management is introduced, contents on Android have to be | 
|  | // desaturated in order to match what they appears like visually. | 
|  | // With color management, these contents will appear desaturated, thus | 
|  | // needed to be saturated so that they match what they are designed for | 
|  | // visually. | 
|  | bool isLegacyDataSpace() const; | 
|  |  | 
|  | uint32_t getTransactionFlags() const { return mTransactionFlags; } | 
|  |  | 
|  | // Sets the masked bits. | 
|  | void setTransactionFlags(uint32_t mask); | 
|  |  | 
|  | // Clears and returns the masked bits. | 
|  | uint32_t clearTransactionFlags(uint32_t mask); | 
|  |  | 
|  | FloatRect getBounds(const Region& activeTransparentRegion) const; | 
|  | FloatRect getBounds() const; | 
|  |  | 
|  | // Compute bounds for the layer and cache the results. | 
|  | void computeBounds(FloatRect parentBounds, ui::Transform parentTransform, float shadowRadius); | 
|  |  | 
|  | int32_t getSequence() const override { return sequence; } | 
|  |  | 
|  | // For tracing. | 
|  | // TODO: Replace with raw buffer id from buffer metadata when that becomes available. | 
|  | // GraphicBuffer::getId() does not provide a reliable global identifier. Since the traces | 
|  | // creates its tracks by buffer id and has no way of associating a buffer back to the process | 
|  | // that created it, the current implementation is only sufficient for cases where a buffer is | 
|  | // only used within a single layer. | 
|  | uint64_t getCurrentBufferId() const { return getBuffer() ? getBuffer()->getId() : 0; } | 
|  |  | 
|  | /* | 
|  | * isSecure - true if this surface is secure, that is if it prevents | 
|  | * screenshots or VNC servers. A surface can be set to be secure by the | 
|  | * application, being secure doesn't mean the surface has DRM contents. | 
|  | */ | 
|  | bool isSecure() const; | 
|  |  | 
|  | /* | 
|  | * isHiddenByPolicy - true if this layer has been forced invisible. | 
|  | * just because this is false, doesn't mean isVisible() is true. | 
|  | * For example if this layer has no active buffer, it may not be hidden by | 
|  | * policy, but it still can not be visible. | 
|  | */ | 
|  | bool isHiddenByPolicy() const; | 
|  |  | 
|  | // True if the layer should be skipped in screenshots, screen recordings, | 
|  | // and mirroring to external or virtual displays. | 
|  | bool isInternalDisplayOverlay() const; | 
|  |  | 
|  | ui::LayerFilter getOutputFilter() const { | 
|  | return {getLayerStack(), isInternalDisplayOverlay()}; | 
|  | } | 
|  |  | 
|  | bool isRemovedFromCurrentState() const; | 
|  |  | 
|  | LayerProto* writeToProto(LayersProto& layersProto, uint32_t traceFlags, const DisplayDevice*); | 
|  |  | 
|  | // Write states that are modified by the main thread. This includes drawing | 
|  | // state as well as buffer data. This should be called in the main or tracing | 
|  | // thread. | 
|  | void writeToProtoDrawingState(LayerProto* layerInfo, uint32_t traceFlags, const DisplayDevice*); | 
|  | // Write drawing or current state. If writing current state, the caller should hold the | 
|  | // external mStateLock. If writing drawing state, this function should be called on the | 
|  | // main or tracing thread. | 
|  | void writeToProtoCommonState(LayerProto* layerInfo, LayerVector::StateSet, | 
|  | uint32_t traceFlags = LayerTracing::TRACE_ALL); | 
|  |  | 
|  | gui::WindowInfo::Type getWindowType() const { return mWindowType; } | 
|  |  | 
|  | void updateMirrorInfo(); | 
|  |  | 
|  | /* | 
|  | * doTransaction - process the transaction. This is a good place to figure | 
|  | * out which attributes of the surface have changed. | 
|  | */ | 
|  | virtual uint32_t doTransaction(uint32_t transactionFlags); | 
|  |  | 
|  | /* | 
|  | * Remove relative z for the layer if its relative parent is not part of the | 
|  | * provided layer tree. | 
|  | */ | 
|  | void removeRelativeZ(const std::vector<Layer*>& layersInTree); | 
|  |  | 
|  | /* | 
|  | * Remove from current state and mark for removal. | 
|  | */ | 
|  | void removeFromCurrentState(); | 
|  |  | 
|  | /* | 
|  | * called with the state lock from a binder thread when the layer is | 
|  | * removed from the current list to the pending removal list | 
|  | */ | 
|  | void onRemovedFromCurrentState(); | 
|  |  | 
|  | /* | 
|  | * Called when the layer is added back to the current state list. | 
|  | */ | 
|  | void addToCurrentState(); | 
|  |  | 
|  | /* | 
|  | * Sets display transform hint on BufferLayerConsumer. | 
|  | */ | 
|  | void updateTransformHint(ui::Transform::RotationFlags); | 
|  |  | 
|  | inline const State& getDrawingState() const { return mDrawingState; } | 
|  | inline State& getDrawingState() { return mDrawingState; } | 
|  |  | 
|  | LayerDebugInfo getLayerDebugInfo(const DisplayDevice*) const; | 
|  |  | 
|  | void miniDump(std::string& result, const DisplayDevice&) const; | 
|  | void dumpFrameStats(std::string& result) const; | 
|  | void dumpFrameEvents(std::string& result); | 
|  | void dumpCallingUidPid(std::string& result) const; | 
|  | void clearFrameStats(); | 
|  | void logFrameStats(); | 
|  | void getFrameStats(FrameStats* outStats) const; | 
|  | void onDisconnect(); | 
|  | void addAndGetFrameTimestamps(const NewFrameEventsEntry* newEntry, | 
|  | FrameEventHistoryDelta* outDelta); | 
|  |  | 
|  | ui::Transform getTransform() const; | 
|  |  | 
|  | // Returns the Alpha of the Surface, accounting for the Alpha | 
|  | // of parent Surfaces in the hierarchy (alpha's will be multiplied | 
|  | // down the hierarchy). | 
|  | half getAlpha() const; | 
|  | half4 getColor() const; | 
|  | int32_t getBackgroundBlurRadius() const; | 
|  | bool drawShadows() const { return mEffectiveShadowRadius > 0.f; }; | 
|  |  | 
|  | // Returns the transform hint set by Window Manager on the layer or one of its parents. | 
|  | // This traverses the current state because the data is needed when creating | 
|  | // the layer(off drawing thread) and the hint should be available before the producer | 
|  | // is ready to acquire a buffer. | 
|  | ui::Transform::RotationFlags getFixedTransformHint() const; | 
|  |  | 
|  | /** | 
|  | * Traverse this layer and it's hierarchy of children directly. Unlike traverseInZOrder | 
|  | * which will not emit children who have relativeZOrder to another layer, this method | 
|  | * just directly emits all children. It also emits them in no particular order. | 
|  | * So this method is not suitable for graphical operations, as it doesn't represent | 
|  | * the scene state, but it's also more efficient than traverseInZOrder and so useful for | 
|  | * book-keeping. | 
|  | */ | 
|  | void traverse(LayerVector::StateSet, const LayerVector::Visitor&); | 
|  | void traverseInReverseZOrder(LayerVector::StateSet, const LayerVector::Visitor&); | 
|  | void traverseInZOrder(LayerVector::StateSet, const LayerVector::Visitor&); | 
|  |  | 
|  | /** | 
|  | * Traverse only children in z order, ignoring relative layers that are not children of the | 
|  | * parent. | 
|  | */ | 
|  | void traverseChildrenInZOrder(LayerVector::StateSet, const LayerVector::Visitor&); | 
|  |  | 
|  | size_t getChildrenCount() const; | 
|  |  | 
|  | // ONLY CALL THIS FROM THE LAYER DTOR! | 
|  | // See b/141111965.  We need to add current children to offscreen layers in | 
|  | // the layer dtor so as not to dangle layers.  Since the layer has not | 
|  | // committed its transaction when the layer is destroyed, we must add | 
|  | // current children.  This is safe in the dtor as we will no longer update | 
|  | // the current state, but should not be called anywhere else! | 
|  | LayerVector& getCurrentChildren() { return mCurrentChildren; } | 
|  |  | 
|  | void addChild(const sp<Layer>&); | 
|  | // Returns index if removed, or negative value otherwise | 
|  | // for symmetry with Vector::remove | 
|  | ssize_t removeChild(const sp<Layer>& layer); | 
|  | sp<Layer> getParent() const { return mCurrentParent.promote(); } | 
|  |  | 
|  | // Should be called with the surfaceflinger statelock held | 
|  | bool isAtRoot() const { return mIsAtRoot; } | 
|  | void setIsAtRoot(bool isAtRoot) { mIsAtRoot = isAtRoot; } | 
|  |  | 
|  | bool hasParent() const { return getParent() != nullptr; } | 
|  | Rect getScreenBounds(bool reduceTransparentRegion = true) const; | 
|  | bool setChildLayer(const sp<Layer>& childLayer, int32_t z); | 
|  | bool setChildRelativeLayer(const sp<Layer>& childLayer, | 
|  | const sp<IBinder>& relativeToHandle, int32_t relativeZ); | 
|  |  | 
|  | // Copy the current list of children to the drawing state. Called by | 
|  | // SurfaceFlinger to complete a transaction. | 
|  | void commitChildList(); | 
|  | int32_t getZ(LayerVector::StateSet) const; | 
|  |  | 
|  | /** | 
|  | * Returns the cropped buffer size or the layer crop if the layer has no buffer. Return | 
|  | * INVALID_RECT if the layer has no buffer and no crop. | 
|  | * A layer with an invalid buffer size and no crop is considered to be boundless. The layer | 
|  | * bounds are constrained by its parent bounds. | 
|  | */ | 
|  | Rect getCroppedBufferSize(const Layer::State& s) const; | 
|  |  | 
|  | bool setFrameRate(FrameRate); | 
|  |  | 
|  | virtual void setFrameTimelineInfoForBuffer(const FrameTimelineInfo& /*info*/) {} | 
|  | void setFrameTimelineVsyncForBufferTransaction(const FrameTimelineInfo& info, nsecs_t postTime); | 
|  | void setFrameTimelineVsyncForBufferlessTransaction(const FrameTimelineInfo& info, | 
|  | nsecs_t postTime); | 
|  |  | 
|  | void addSurfaceFrameDroppedForBuffer( | 
|  | std::shared_ptr<frametimeline::SurfaceFrame>& surfaceFrame); | 
|  | void addSurfaceFramePresentedForBuffer( | 
|  | std::shared_ptr<frametimeline::SurfaceFrame>& surfaceFrame, nsecs_t acquireFenceTime, | 
|  | nsecs_t currentLatchTime); | 
|  |  | 
|  | std::shared_ptr<frametimeline::SurfaceFrame> createSurfaceFrameForTransaction( | 
|  | const FrameTimelineInfo& info, nsecs_t postTime); | 
|  | std::shared_ptr<frametimeline::SurfaceFrame> createSurfaceFrameForBuffer( | 
|  | const FrameTimelineInfo& info, nsecs_t queueTime, std::string debugName); | 
|  |  | 
|  | // Creates a new handle each time, so we only expect | 
|  | // this to be called once. | 
|  | sp<IBinder> getHandle(); | 
|  | const std::string& getName() const { return mName; } | 
|  | bool getPremultipledAlpha() const; | 
|  | void setInputInfo(const gui::WindowInfo& info); | 
|  |  | 
|  | gui::WindowInfo fillInputInfo(const ui::Transform& displayTransform, bool displayIsSecure); | 
|  |  | 
|  | /** | 
|  | * Returns whether this layer has an explicitly set input-info. | 
|  | */ | 
|  | bool hasInputInfo() const; | 
|  |  | 
|  | // Sets the GameMode for the tree rooted at this layer. A layer in the tree inherits this | 
|  | // GameMode unless it (or an ancestor) has GAME_MODE_METADATA. | 
|  | void setGameModeForTree(GameMode); | 
|  |  | 
|  | void setGameMode(GameMode gameMode) { mGameMode = gameMode; } | 
|  | GameMode getGameMode() const { return mGameMode; } | 
|  |  | 
|  | virtual uid_t getOwnerUid() const { return mOwnerUid; } | 
|  |  | 
|  | pid_t getOwnerPid() { return mOwnerPid; } | 
|  |  | 
|  | // This layer is not a clone, but it's the parent to the cloned hierarchy. The | 
|  | // variable mClonedChild represents the top layer that will be cloned so this | 
|  | // layer will be the parent of mClonedChild. | 
|  | // The layers in the cloned hierarchy will match the lifetime of the real layers. That is | 
|  | // if the real layer is destroyed, then the clone layer will also be destroyed. | 
|  | sp<Layer> mClonedChild; | 
|  | bool mHadClonedChild = false; | 
|  | void setClonedChild(const sp<Layer>& mClonedChild); | 
|  |  | 
|  | mutable bool contentDirty{false}; | 
|  | Region surfaceDamageRegion; | 
|  |  | 
|  | // Layer serial number.  This gives layers an explicit ordering, so we | 
|  | // have a stable sort order when their layer stack and Z-order are | 
|  | // the same. | 
|  | const int32_t sequence; | 
|  |  | 
|  | bool mPendingHWCDestroy{false}; | 
|  |  | 
|  | bool backpressureEnabled() { return mDrawingState.flags & layer_state_t::eEnableBackpressure; } | 
|  |  | 
|  | bool setStretchEffect(const StretchEffect& effect); | 
|  | StretchEffect getStretchEffect() const; | 
|  |  | 
|  | virtual bool setBufferCrop(const Rect& /* bufferCrop */) { return false; } | 
|  | virtual bool setDestinationFrame(const Rect& /* destinationFrame */) { return false; } | 
|  | virtual std::atomic<int32_t>* getPendingBufferCounter() { return nullptr; } | 
|  | virtual std::string getPendingBufferCounterName() { return ""; } | 
|  | virtual bool updateGeometry() { return false; } | 
|  |  | 
|  | protected: | 
|  | friend class impl::SurfaceInterceptor; | 
|  |  | 
|  | // For unit tests | 
|  | friend class TestableSurfaceFlinger; | 
|  | friend class FpsReporterTest; | 
|  | friend class RefreshRateSelectionTest; | 
|  | friend class SetFrameRateTest; | 
|  | friend class TransactionFrameTracerTest; | 
|  | friend class TransactionSurfaceFrameTest; | 
|  |  | 
|  | virtual void setInitialValuesForClone(const sp<Layer>& clonedFrom); | 
|  | virtual std::optional<compositionengine::LayerFE::LayerSettings> prepareClientComposition( | 
|  | compositionengine::LayerFE::ClientCompositionTargetSettings&); | 
|  | virtual void preparePerFrameCompositionState(); | 
|  | virtual void commitTransaction(State& stateToCommit); | 
|  | virtual void onSurfaceFrameCreated(const std::shared_ptr<frametimeline::SurfaceFrame>&) {} | 
|  |  | 
|  | // Returns mCurrentScaling mode (originating from the | 
|  | // Client) or mOverrideScalingMode mode (originating from | 
|  | // the Surface Controller) if set. | 
|  | virtual uint32_t getEffectiveScalingMode() const { return 0; } | 
|  |  | 
|  | sp<compositionengine::LayerFE> asLayerFE() const; | 
|  | sp<Layer> getClonedFrom() { return mClonedFrom != nullptr ? mClonedFrom.promote() : nullptr; } | 
|  | bool isClone() { return mClonedFrom != nullptr; } | 
|  | bool isClonedFromAlive() { return getClonedFrom() != nullptr; } | 
|  |  | 
|  | void cloneDrawingState(const Layer* from); | 
|  | void updateClonedDrawingState(std::map<sp<Layer>, sp<Layer>>& clonedLayersMap); | 
|  | void updateClonedChildren(const sp<Layer>& mirrorRoot, | 
|  | std::map<sp<Layer>, sp<Layer>>& clonedLayersMap); | 
|  | void updateClonedRelatives(const std::map<sp<Layer>, sp<Layer>>& clonedLayersMap); | 
|  | void addChildToDrawing(const sp<Layer>&); | 
|  | void updateClonedInputInfo(const std::map<sp<Layer>, sp<Layer>>& clonedLayersMap); | 
|  |  | 
|  | // Modifies the passed in layer settings to clear the contents. If the blackout flag is set, | 
|  | // the settings clears the content with a solid black fill. | 
|  | void prepareClearClientComposition(LayerFE::LayerSettings&, bool blackout) const; | 
|  | void prepareShadowClientComposition(LayerFE::LayerSettings& caster, const Rect& layerStackRect); | 
|  |  | 
|  | void prepareBasicGeometryCompositionState(); | 
|  | void prepareGeometryCompositionState(); | 
|  | void prepareCursorCompositionState(); | 
|  |  | 
|  | uint32_t getEffectiveUsage(uint32_t usage) const; | 
|  |  | 
|  | /** | 
|  | * Setup rounded corners coordinates of this layer, taking into account the layer bounds and | 
|  | * crop coordinates, transforming them into layer space. | 
|  | */ | 
|  | void setupRoundedCornersCropCoordinates(Rect win, const FloatRect& roundedCornersCrop) const; | 
|  | void setParent(const sp<Layer>&); | 
|  | LayerVector makeTraversalList(LayerVector::StateSet, bool* outSkipRelativeZUsers); | 
|  | void addZOrderRelative(const wp<Layer>& relative); | 
|  | void removeZOrderRelative(const wp<Layer>& relative); | 
|  | compositionengine::OutputLayer* findOutputLayerForDisplay(const DisplayDevice*) const; | 
|  | bool usingRelativeZ(LayerVector::StateSet) const; | 
|  |  | 
|  | virtual ui::Transform getInputTransform() const; | 
|  | virtual Rect getInputBounds() const; | 
|  |  | 
|  | // constant | 
|  | sp<SurfaceFlinger> mFlinger; | 
|  |  | 
|  | bool mPremultipliedAlpha{true}; | 
|  | const std::string mName; | 
|  | const std::string mTransactionName{"TX - " + mName}; | 
|  |  | 
|  | // These are only accessed by the main thread or the tracing thread. | 
|  | State mDrawingState; | 
|  |  | 
|  | uint32_t mTransactionFlags{0}; | 
|  | // Updated in doTransaction, used to track the last sequence number we | 
|  | // committed. Currently this is really only used for updating visible | 
|  | // regions. | 
|  | int32_t mLastCommittedTxSequence = -1; | 
|  |  | 
|  | // Timestamp history for UIAutomation. Thread safe. | 
|  | FrameTracker mFrameTracker; | 
|  |  | 
|  | // Timestamp history for the consumer to query. | 
|  | // Accessed by both consumer and producer on main and binder threads. | 
|  | Mutex mFrameEventHistoryMutex; | 
|  | ConsumerFrameEventHistory mFrameEventHistory; | 
|  | FenceTimeline mAcquireTimeline; | 
|  | FenceTimeline mReleaseTimeline; | 
|  |  | 
|  | // main thread | 
|  | sp<NativeHandle> mSidebandStream; | 
|  | // False if the buffer and its contents have been previously used for GPU | 
|  | // composition, true otherwise. | 
|  | bool mIsActiveBufferUpdatedForGpu = true; | 
|  |  | 
|  | // We encode unset as -1. | 
|  | std::atomic<uint64_t> mCurrentFrameNumber{0}; | 
|  | // Whether filtering is needed b/c of the drawingstate | 
|  | bool mNeedsFiltering{false}; | 
|  |  | 
|  | std::atomic<bool> mRemovedFromDrawingState{false}; | 
|  |  | 
|  | // page-flip thread (currently main thread) | 
|  | bool mProtectedByApp{false}; // application requires protected path to external sink | 
|  |  | 
|  | // protected by mLock | 
|  | mutable Mutex mLock; | 
|  |  | 
|  | const wp<Client> mClientRef; | 
|  |  | 
|  | // This layer can be a cursor on some displays. | 
|  | bool mPotentialCursor{false}; | 
|  |  | 
|  | LayerVector mCurrentChildren{LayerVector::StateSet::Current}; | 
|  | LayerVector mDrawingChildren{LayerVector::StateSet::Drawing}; | 
|  |  | 
|  | wp<Layer> mCurrentParent; | 
|  | wp<Layer> mDrawingParent; | 
|  |  | 
|  | // Window types from WindowManager.LayoutParams | 
|  | const gui::WindowInfo::Type mWindowType; | 
|  |  | 
|  | // The owner of the layer. If created from a non system process, it will be the calling uid. | 
|  | // If created from a system process, the value can be passed in. | 
|  | uid_t mOwnerUid; | 
|  |  | 
|  | // The owner pid of the layer. If created from a non system process, it will be the calling pid. | 
|  | // If created from a system process, the value can be passed in. | 
|  | pid_t mOwnerPid; | 
|  |  | 
|  | // Keeps track of the time SF latched the last buffer from this layer. | 
|  | // Used in buffer stuffing analysis in FrameTimeline. | 
|  | nsecs_t mLastLatchTime = 0; | 
|  |  | 
|  | mutable bool mDrawingStateModified = false; | 
|  |  | 
|  | sp<Fence> mLastClientCompositionFence; | 
|  | bool mLastClientCompositionDisplayed = false; | 
|  | private: | 
|  | virtual void setTransformHint(ui::Transform::RotationFlags) {} | 
|  |  | 
|  | // Returns true if the layer can draw shadows on its border. | 
|  | virtual bool canDrawShadows() const { return true; } | 
|  |  | 
|  | aidl::android::hardware::graphics::composer3::Composition getCompositionType( | 
|  | const DisplayDevice&) const; | 
|  |  | 
|  | /** | 
|  | * Returns an unsorted vector of all layers that are part of this tree. | 
|  | * That includes the current layer and all its descendants. | 
|  | */ | 
|  | std::vector<Layer*> getLayersInTree(LayerVector::StateSet); | 
|  | /** | 
|  | * Traverses layers that are part of this tree in the correct z order. | 
|  | * layersInTree must be sorted before calling this method. | 
|  | */ | 
|  | void traverseChildrenInZOrderInner(const std::vector<Layer*>& layersInTree, | 
|  | LayerVector::StateSet, const LayerVector::Visitor&); | 
|  | LayerVector makeChildrenTraversalList(LayerVector::StateSet, | 
|  | const std::vector<Layer*>& layersInTree); | 
|  |  | 
|  | void updateTreeHasFrameRateVote(); | 
|  | bool propagateFrameRateForLayerTree(FrameRate parentFrameRate, bool* transactionNeeded); | 
|  | bool setFrameRateForLayerTree(FrameRate); | 
|  | void setZOrderRelativeOf(const wp<Layer>& relativeOf); | 
|  | bool isTrustedOverlay() const; | 
|  | gui::DropInputMode getDropInputMode() const; | 
|  | void handleDropInputMode(gui::WindowInfo& info) const; | 
|  |  | 
|  | // Find the root of the cloned hierarchy, this means the first non cloned parent. | 
|  | // This will return null if first non cloned parent is not found. | 
|  | sp<Layer> getClonedRoot(); | 
|  |  | 
|  | // Finds the top most layer in the hierarchy. This will find the root Layer where the parent is | 
|  | // null. | 
|  | sp<Layer> getRootLayer(); | 
|  |  | 
|  | // Fills in the touch occlusion mode of the first parent (including this layer) that | 
|  | // hasInputInfo() or no-op if no such parent is found. | 
|  | void fillTouchOcclusionMode(gui::WindowInfo& info); | 
|  |  | 
|  | // Fills in the frame and transform info for the gui::WindowInfo. | 
|  | void fillInputFrameInfo(gui::WindowInfo&, const ui::Transform& displayTransform); | 
|  |  | 
|  | // Cached properties computed from drawing state | 
|  | // Effective transform taking into account parent transforms and any parent scaling, which is | 
|  | // a transform from the current layer coordinate space to display(screen) coordinate space. | 
|  | ui::Transform mEffectiveTransform; | 
|  |  | 
|  | // Bounds of the layer before any transformation is applied and before it has been cropped | 
|  | // by its parents. | 
|  | FloatRect mSourceBounds; | 
|  |  | 
|  | // Bounds of the layer in layer space. This is the mSourceBounds cropped by its layer crop and | 
|  | // its parent bounds. | 
|  | FloatRect mBounds; | 
|  |  | 
|  | // Layer bounds in screen space. | 
|  | FloatRect mScreenBounds; | 
|  |  | 
|  | bool mGetHandleCalled = false; | 
|  |  | 
|  | // Tracks the process and user id of the caller when creating this layer | 
|  | // to help debugging. | 
|  | pid_t mCallingPid; | 
|  | uid_t mCallingUid; | 
|  |  | 
|  | // The current layer is a clone of mClonedFrom. This means that this layer will update it's | 
|  | // properties based on mClonedFrom. When mClonedFrom latches a new buffer for BufferLayers, | 
|  | // this layer will update it's buffer. When mClonedFrom updates it's drawing state, children, | 
|  | // and relatives, this layer will update as well. | 
|  | wp<Layer> mClonedFrom; | 
|  |  | 
|  | // The inherited shadow radius after taking into account the layer hierarchy. This is the | 
|  | // final shadow radius for this layer. If a shadow is specified for a layer, then effective | 
|  | // shadow radius is the set shadow radius, otherwise its the parent's shadow radius. | 
|  | float mEffectiveShadowRadius = 0.f; | 
|  |  | 
|  | // Game mode for the layer. Set by WindowManagerShell and recorded by SurfaceFlingerStats. | 
|  | GameMode mGameMode = GameMode::Unsupported; | 
|  |  | 
|  | // A list of regions on this layer that should have blurs. | 
|  | const std::vector<BlurRegion> getBlurRegions() const; | 
|  |  | 
|  | bool mIsAtRoot = false; | 
|  |  | 
|  | uint32_t mLayerCreationFlags; | 
|  | }; | 
|  |  | 
|  | std::ostream& operator<<(std::ostream& stream, const Layer::FrameRate& rate); | 
|  |  | 
|  | } // namespace android |